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Part I Trends and Issues in Learning, Design, and Technology Issues and Trends in Instructional Technology: Access to Mobile Technologies, Digital Content, and Online Learning Opportunities Continues as Spending on IT Remains Steady
Second Thoughts: Understanding the Impact and Appropriate Use and Non-use of Technologies
Enhancing Student Critical Literacy through Social Annotations
The 2019 Scholarship Rankings
Part II Virtual Reality (VR) and Augmented Reality (AR)
Introduction-US Govt
The Immersive Experience
How Virtual Reality Can Support Student Learning
The Effects of a VR Intervention on Career Interest, Empathy, Communication Skills and Learning with 2nd Year Medical Students
Sensory Worlds: Emotional Geography and Human Centered Design in 360° VR Ethnographic Videos
Accessing the Pokélayer: Augmented Reality and Fantastical Play in Pokémon Go
Visualization of Molecular Structures Using Augmented Reality
Instructional Designs and Educational Technologies within Augmented Reality
Transmedia Storytelling: IDET ARTS VR as Library Technology: Early Faculty and Student Feedback on Educational Use of Immersive Technology
Review Paper: Immersive Media and Their Future
Part III Leadership Profiles Introduction
Ana Donaldson
Richard Cornell
Part IV Organizations and Associations in North America Introduction
Organizations and Associations in the US and Canada
Part V Graduate Programs Introduction
Graduate Programs in Learning, Design, Technology, Information, or Libraries
Part VI Mediagraphy Introduction
Mediagraphy.

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